Author Topic: Basic FS Ship Mod Guidelines?  (Read 5632 times)

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Offline LAW ENFORCER

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Basic FS Ship Mod Guidelines?
What the Hell! DOn't you guys have the 'Undo' option??

I have no choice! I don't have bullions, splines or anything other than Box, cycilnder, Shpere, Geosphere and face and vertex to use to creat my ships. (in generating anyway)
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Offline mikhael

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Basic FS Ship Mod Guidelines?
 
Quote
Originally posted by LAW ENFORCER:
What the Hell! DOn't you guys have the 'Undo' option??

I have no choice! I don't have bullions, splines or anything other than Box, cycilnder, Shpere, Geosphere and face and vertex to use to creat my ships. (in generating anyway)

Of course we have undo. That's not the point. Booleans are unpredictable, and worse, can be damaging in ways that are not apparent at first. You can't undo back past a save-shutdown-sleep-powerup-load sequence, can you?

Booleans, as they are implemented in most 3d modellers are broken in subtle and not so subtle ways. Just say no, man.


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Offline Setekh

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Basic FS Ship Mod Guidelines?
 
Quote
Originally posted by venom2506:
when I was using 3ds3, I was building my ships triangle by triangle. Was damn long, but at least, you have control at 100% on the mesh.

No kidding..! But how damn long did it take you to model those ships?  
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Offline Nico

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Quote
Originally posted by Setekh:
No kidding..! But how damn long did it take you to model those ships?  

a good full couple of days, from early morning to late evening, w/o mapping
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Offline aldo_14

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Quote
Originally posted by venom2506:
when I was using 3ds3, I was building my ships triangle by triangle. Was damn long, but at least, you have control at 100% on the mesh.

Pretty much the same way do then....start off with a box, extrude till I get the desired result.  (don't trust booleans atall, and I can't figure out working 3d Max3, anyway)....I used to build ships dimension by dimension.... get the side planar view done, then the top, and then tweak the front.

Only takes 1/2 hours -  I think the longest was 3 hours - to build the ship model.


 

Offline Sandwich

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Basic FS Ship Mod Guidelines?
 
Quote
Originally posted by Setekh:
No kidding..! But how damn long did it take you to model those ships?  

That's the way I've done all my ships in Rhino3D... triangle by triangle. If I have an idea of what I want, it usually takes me a few hours to get the basic shape, with another 2-3 hours of fine-tuning.

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Offline mikhael

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Quote
Originally posted by aldo_14:
 Pretty much the same way do then....start off with a box, extrude till I get the desired result.  (don't trust booleans atall, and I can't figure out working 3d Max3, anyway)....I used to build ships dimension by dimension.... get the side planar view done, then the top, and then tweak the front.

Only takes 1/2 hours -  I think the longest was 3 hours - to build the ship model.


I used to use the 'extruded primatives' method. It never quite gave me the shape I wanted, though. When I started using Lightwave instead of Truespace, I found that creating points by hand, then stringing polygons on those points, made for a more satisfying over all model. When you have an idea of what you're after, this doesn't really take that long. The Waterdancer is a good example of this: the original model took me a very long time using extrusions and booleans in Truespace. In Lightwave, rebuilding the whole thing from scratch took only 6hrs (broken down to 2hrs of modelling, 4hrs of tweaking and detailing).




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Offline Anaz

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Basic FS Ship Mod Guidelines?
Hehe, I still don't even know what a boolian is...
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Offline mikhael

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Booleans are a method by which objects are combined to make new objects.

A snowman can be thought of as a boolean addition of three spheres of snow.

Pizza missing a slice can be thought of as the result of subtracting a triangle from a circle.

There is another kind of boolean called 'union'. That's where you take two objects and you overlap them and keep only the part where they overlap. I can't think of a convenient way to visualize that one right now.

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Offline aldo_14

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Quote
Originally posted by mikhael:
Booleans are a method by which objects are combined to make new objects.

A snowman can be thought of as a boolean addition of three spheres of snow.

Pizza missing a slice can be thought of as the result of subtracting a triangle from a circle.

There is another kind of boolean called 'union'. That's where you take two objects and you overlap them and keep only the part where they overlap. I can't think of a convenient way to visualize that one right now.



Actually...booleans do kind of have a point in modelling... boolean subtract is good for making debris.... and if you union a (very large) cube with a triangulated object (in TS), it removes the triangulation... which is a good way to start reducing your lod detail.

I can;t really explain union either... it's like it keeps the common parts of the 2 objects being unioned.  Kind of like 2 overlapping circles - unioning would only keep the bit where they overlap.

  

Offline mikhael

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Quote
Originally posted by aldo_14:

Actually...booleans do kind of have a point in modelling... boolean subtract is good for making debris.... and if you union a (very large) cube with a triangulated object (in TS), it removes the triangulation... which is a good way to start reducing your lod detail.
...

I detriangulate by hitting the 'unify' button on the Modify tab of LW's Modeller.   That merges all coplanar adjacent polygons. The only place I use booleans now is for the creation of asteroids. Nothing beats booleans for screwing up a surface so much it looks like its been in space for a billion billion years.

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